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Zylfrax791

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Posts posted by Zylfrax791

  1. I've got the first one about where I like it and think I'll keep working on as many as I can find models for. I'm using the Half-Life MDL viewer and the free models from several different Counterstrike sites. There are numerous weapons that are in Ghost Recon that aren't used in Counterstrike so I will have to improvise for the rest. To compensate for the lack of crosshairs I reduced all those settings in the gun file that effect the pips down to 1 and also took away the tunnel vision zoom in regular and night vision view because the weapon is still visible and looked pretty cheesy and needless to say the whole thing looks bad enough as it is... heh heh

    I thought it might be nice to make it so each weapon gives off that smoke that the AT-4 makes when you fire it but I'm thing that it is related to the projectile file that the at-4.gun file calls to so that might not be possible. Also, anyone know how to make the tracer effect way more pronounced and start closer to your view besides just cranking up that tracer value which doesn't do much? In addition does anyone know what makes your view shake when a grenade or rocket goes off near you and also is it possible to have shell casing fly and maybe someone knows about what makes the flames appear with the fixed machine gun?

    m249b.jpg

    Zylfrax791

  2. Zylfrax791 - hope me not trying to teach you how to suck egg but if you go into IGOR and use the GUN editor there is the option of making the weapon a sniper rifle, thus giving you the second tunnel effect your after buddy

    I don't use IGOR for anything. I just edit everything with notepad. I had planned on opening up a sniper rifle gun file and finding the right value and then entering that into all the other gun files. I'd like to try and figure out how to have a reticule and my weapon view as well so when you zoom there would still be a reticule but the weapon wouldn't be visible...

  3. "The end result is an image that is really greyscale and based in the alpha channel alone. This allows me to avoid the GR default yellow patina and avoid messing with the .gun file."

    Yeah, I wanted it to be in color so I did it the other way around and pasted the image in the same place in the alpha channel as it is in RGB channel and while it was still selected I filled it with pure white. Then I went into the options.xml file and changed all the reticule color values to 255. Now I have to figure out how to make all weapons into sniper weapons so I can have that second view when you switch to scope mode. The white seems to always end up being transparent so it has no effect on the reticule bitmap.

    As it stands now I just have to find high resolution weapon models of all the weapons that are in the standard game. I have some but not nearly enough so I must keep looking or I will use the ones that Mike Schell converted from the game but they have real low polygon counts. When its all said and done it will end up looking like Delta Force 2 but without the muzzle flash. Heck, maybe there is a way to put shell casings, muzzle flash and shake the whole window like when a grenade goes off to simulate recoil... heh heh... just having fun.... later

  4. Needless to say, I figured out what I did wrong and fixed it. In addition, both reticule colors have to be pure white and I also toned down all the settings in the *.gun file that make the reticule move. The trade off is that you have no crosshairs to aim so I need to tweak the weapon so it points exactly at the center of the screen. The other thing is if I do it for a scoped weapon there can't be a scope view, just a magnified version of what you already see which kind of sucks. Oh well, just playing around anyway...

    m249a.jpg

  5. Does anyone know if the First-Person Weapon View in Ghost Recon project as described by this website is actually for real or is it just a photoshop copy and paste job? It was on the front page of ghostecon.net but I never heard about it again so I was wondering if it was for real?

    I actually was able to make a reticule that had a copy of a first-person weapon from another game pasted into it but when I tried making it bigger than 512 X 512 it got all smeared looking (best way to describe it) on the bottom and right edge even after messing with the pip settings. I kept trying to get it all the way over to the right hand bottom of the screen but had no luck. Anyone else figure out a way?

  6. Greetings,

    I've spent about 5 months retexturing just about all of the levels in GR, DS & IT. I also tweaked the *.mis and *.env files as well so I think I ended up with some interesting environments. Trouble is, the whole thing weighs in at close to 200 MB and I don't have anywhere to host it. Would anyone be interested in hosting it or using it in their MOD? I could really care less about getting credit for it as I was just interested in the process not the result.

    I retextured several of the 3rd party maps as well but can't seem to get any response from them as to whether or not those can be added to my MOD as well.

    Ultimately, my goal was to figure out the inner workings of this game and how to modify it so I could apply this knowledge to any future games. I had previously fooled around with all of the Delta Force games but changing anything in the game was quite an extensive process of unpacking and repacking a *.pff file and hoping it didn't crash. My final goal was to figure out how to make a map in 3dmax and I'm moving towards that now but have pretty much finished all I wanted to do with the existing levels. Let me know if you are interested.

    Zylfrax791

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